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############################################################################
#
#	File:	  hb.icn
#
#	Subject:  Program for Hearts & Bones game
#
#	Author:	  Robert J. Alexander
#
#	Date:	  March 10, 1998
#
############################################################################
#
#   This file is in the public domain.
#
############################################################################
#
#  Hearts & Bones
#
#  Usage: hb [-h <board height>] [-w <board width>] [-b <# bones>] [-B]
#
#  -B says to print the actual number of bones placed.
#
#  For best results, use odd board heights and widths, and even
#  square heights and widths.
#
#  Defaults: board height = 9, board width = 13, # bones = 25.
#
#  --- Game Play ---
#
#  Hit "q" to quit, "r" to start a new game.
#
#  The object is to visit all the safe squares without stepping on a
#  bone.
#
#  You *visit* a square by clicking the left mouse button in it.  If the
#  square is safe, a number is posted in it that reveals the number of
#  squares in the eight neighboring squares the contain bones.  Squares
#  containing hearts (represented by $) are always safe.
#
#  You can only visit squares that are adjacent to squares already
#  visited.  At the start of a game, the upper left square (a heart
#  square) is pre-visited for you.  If a visited square has no
#  neighbors, its adjacent squares are automatically visited for you, as
#  a convenience.
#
#  At any time you can *mark* a square that you believe has a bone by
#  clicking the right (or center) mouse button on it.  This is a memory
#  aid only -- if you visit it later (and you were right), you're dead.
#  There is no confirmation whether a square you have marked really
#  contains a bone, although you will probably find out later when it
#  causes you to make a mistake.  A right-button click on a marked
#  square unmarks it.
#
#  The game ends when you have visited all safe squares or stepped on a
#  bone.  (Presently, there is no automatic detection of a winning board
#  -- you just have to notice that for yourself).
#
#  NOTE:  If you use the command line options to alter the setup
#  parameters (e.g.  increasing the number of squares, or *decreasing*
#  the number of bones), you might get a stack overflow due, I think, to
#  deep recursion.  I have found that setting the environment variable
#  MSTKSIZE=30000 works well.
#
############################################################################
#
#  Links: options, random, wopen
#
############################################################################
#
#  Requires:  Version 9 graphics
#
############################################################################

link options
link random
link wopen

global height, width, nbr_bones, x1, y1, sq, print_bone_count


procedure main(arg)
   initialize(arg)
   play()
   return
end


procedure draw_board(win)
   local x, y, x2, y2
   x2 := x1 + width * sq
   y2 := y1 + height * sq
   x := x1
   every 1 to width + 1 do {
      DrawLine(win, x, y1, x, y2)
      x +:= sq
      }
   y := y1
   every 1 to height + 1 do {
      DrawLine(win, x1, y, x2, y)
      y +:= sq
      }
   return
end


procedure set_up_board(win, visited)
   local board, pt
   EraseArea(win)
   board := make_board()
   set_bones(board, nbr_bones)
   calc_neighbors(board)
   draw_board(win)
   draw_hearts(win)
   every pt := spread_zeros(board, 1, 1) do {
      write_to_square(win, pt[1], pt[2], pt[3])
      visited[pt[1], pt[2]] := 1
      }
   return board
end


procedure draw_hearts(win)
   local pt
   every pt := generate_heart_squares() do
	 write_to_square(win, pt[1], pt[2], "$")
   return
end


procedure legal_move(x, y, visited)
   local xx, yy
   every xx := x - 1 to x + 1 & yy := y - 1 to y + 1 do
	 if \visited[xx, yy] then {
	    visited[x, y] := 1
	    return
	    }
end


procedure play()
   local win, x, y, evt, mark, marks, board, visited, pt, value
   sq := (if match("OS/2", &host) then 30 else 20)
   x1 := 10
   y1 := 10
   win := WOpen("label=HB", "size=" || width * sq + 2 * x1 || "," ||
	 height * sq + 2 * y1)
   repeat {
      visited := make_board()
      board := set_up_board(win, visited)
      marks := make_board(" ")
      repeat {
	 evt := Event(win)
	 case type(evt) of {
	    "string": case map(evt) of {
	       "q": exit()
	       "r": break next
	       }
	    "integer": {
	       if evt = &lrelease then {
		  x := (&x - x1) / sq + 1
		  y := (&y - y1) / sq + 1
		  if legal_move(x, y, visited) then {
		     value := board[x, y]
		     if value ~=== "X" then {
			#
			#  Visited a safe square.
			#
			if value = 0 then 
			      every pt := spread_zeros(board, x, y) do {
				 write_to_square(win, pt[1], pt[2], pt[3])
				 visited[pt[1], pt[2]] := 1
				 }
			else write_to_square(win, x, y, value)
			}
		     else {
			#
			#  Stepped on a bone -- game over.
			#
			every x := 1 to width & y := 1 to height do {
			   value := board[x, y]
			   write_to_square(win, x, y, "X" === value)
			   }
			draw_hearts(win)
			repeat {
			   evt := Event(win)
			   case type(evt) of {
			      "integer": if evt = &lrelease then break
			      "string": case map(evt) of {
				 "q": exit()
				 "r": break
				 }
			      }
			   }
			break
			}
		     }
		  }
	       else if evt = (&mrelease | &rrelease) then {
		  x := (&x - x1) / sq + 1
		  y := (&y - y1) / sq + 1
		  mark := marks[x, y] := if marks[x, y] == " " then "#" else " "
		  write_to_square(win, x, y, mark)
		  }
	       }
	    }
	 }
      }
end


procedure spread_zeros(board, x, y, doneset)
   local xx, yy, v, donekey
   /doneset := set()
   donekey := x || "," || y
   if member(doneset, donekey) then fail
   insert(doneset, donekey)
   (v := board[x, y]) | fail
   suspend [x, y, v]
   if v === 0 then {
      every xx := x - 1 to x + 1 & yy := y - 1 to y + 1 do 
	    if not(x = xx & y = yy) & board[xx, yy] then
	    suspend spread_zeros(board, xx, yy, doneset)
      }
end


procedure write_to_square(win, x, y, s)
   WAttrib(win,
	 "x=" || x1 + (x - 1) * sq + sq / 2 - 2,
	 "y=" || y1 + (y - 1) * sq + sq / 2 + 4)
   return writes(win, s)
end


procedure get_options(arg)
   local opt
   opt := options(arg, "h+w+b+B")
   height := \opt["h"] | 9
   width := \opt["w"] | 15
   nbr_bones := \opt["b"] | (height * width - 9) / 5
   print_bone_count := opt["B"]
   width <:= 5
   height <:= 5
   nbr_bones >:= height * width * 2 / 3
   return opt
end


procedure initialize(arg)
   randomize()
   get_options(arg)
   return
end


procedure make_board(init_value)
   local board
   board := list(width)
   every !board := list(height, init_value)
   return board
end


procedure generate_heart_squares()
   suspend [1 | (width + 1) / 2 | width, 1 | (height + 1) / 2 | height]
end


procedure set_bones(board, nbr_bones)
   local i, j, pt, bone_count
   every pt := generate_heart_squares() do board[pt[1], pt[2]] := "$"
   board[1, 2] := board[2, 1] := board[2, 2] := "$"
   bone_count := 0
   every 1 to nbr_bones do {
      #
      #  Loop to find a spot with a path back to the start.  If we don't
      #  find one after several tries, quit placing bones.
      #
      (every 1 to 20 do {
	 i := ?width
	 j := ?height
	 if /board[i, j] then {
	    board[i, j] := "X"
	    if hearts_reachable(board) then {
	       bone_count +:= 1
	       break
	       }
	    else board[i, j] := &null
	    }
	 }) | break
      }
   if \print_bone_count then write(&errout, bone_count, " bones")
   return
end


procedure calc_neighbors(board)
   local i, j, ii, jj, neighbors
   every i := 1 to width & j := 1 to height do {
      if board[i, j] ~=== "X" then {
	 neighbors := 0
	 every ii := i - 1 to i + 1 & jj := j - 1 to j + 1 do {
	    if board[ii, jj] === "X" then neighbors +:= 1
	    }
	 board[i, j] := neighbors
	 }
      }
   return
end


procedure hearts_reachable(board)
   local pt
   every pt := generate_heart_squares() do {
      if not path_to_start(pt[1], pt[2], board) then fail
      }
   return
end


procedure path_to_start(x, y, board, doneset)
   local xx, yy, donekey
   /doneset := set()
   if not(board[x, y] ~=== "X") then fail
   if x = 1 & y = 1 then return
   donekey := x || "," || y
   if member(doneset, donekey) then fail
   insert(doneset, donekey)
   every xx := x - 1 to x + 1 & yy := y - 1 to y + 1 do {
      if x = xx & y == yy then next
      if path_to_start(xx, yy, board, doneset) then return
      }
end